Simulation and Games for Strategy and Policy Planning

Simulation and Games for Strategy and Policy Planning PDF Author: Danny Saunders
Publisher: Psychology Press
ISBN: 9780749429560
Category : Business & Economics
Languages : en
Pages : 316

Get Book Here

Book Description
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.

Simulation and Games for Strategy and Policy Planning

Simulation and Games for Strategy and Policy Planning PDF Author: Danny Saunders
Publisher: Psychology Press
ISBN: 9780749429560
Category : Business & Economics
Languages : en
Pages : 316

Get Book Here

Book Description
First Published in 1999. Routledge is an imprint of Taylor & Francis, an informa company.

Policy Games for Strategic Management

Policy Games for Strategic Management PDF Author: Richard D. Duke
Publisher: Rozenberg Publishers
ISBN: 9036193419
Category : Decision-making
Languages : en
Pages : 376

Get Book Here

Book Description
This book explains why and how gaming-stimulation techniques have been used in Europe and the United States to improve decision quality on a special class of bewildering and threatening strategic problems that are described as strategic volcanoes or 'macr

Suitability and application of selected tools of Strategic Management to Simulation Games (Global Management)

Suitability and application of selected tools of Strategic Management to Simulation Games (Global Management) PDF Author: Benjamin Wagner
Publisher: GRIN Verlag
ISBN: 3346313131
Category : Technology & Engineering
Languages : en
Pages : 28

Get Book Here

Book Description
Seminar paper from the year 2020 in the subject Engineering - Industrial Engineering and Management, grade: 1,3, University of Applied Sciences Georg Agricola Bochum (Wissenschaftsbereich Elektro-/Informationstechnik und Wirtschaftsingenieurwesen), course: Simulation Game, language: English, abstract: This thesis deals with the necessary of using management tools within a business game. In the first descriptive part, it critically examines the common management tools mentioned in the literature. It is limited to the treatment of three tools: The Ansoff Matrix according to Harry Igor Ansoff, Porters Five Forces (industry structure analysis) and the Business Model Canvas according to Alexander Osterwalder and Yves Pigneur. In the following analysis, the work applies these tools practically to the fantasy company, „Xeltronics 1“. What does strategic management deal with? In the Anglo-American literature, management is used in two variants of meaning. On the one hand, management in the functional sense aims to describe the processes and functions, such as planning, organization, leadership and control, that are necessary in organizations based on the division of labor. Management in the institutional sense describes the people, who perform management tasks, their activities and their roles. There are the two main components of the strategy term are the time element and the reference object. According to their ethymological origin, the terms strategy and strategic are strongly associated with the term "longer-term". It is difficult to determine precisely when strategic management was established as an independent field of research. The year 1977 is mentioned as the "year of birth", for example, when a conference was held at the University of Pittsburgh in the USA, whose contributions were presented in 1979 by Schendel and Hofer under the title "Strategie Management. A New View of Business Policy and Planning". Behind the term "strategic management" is a management philosophy that expresses rethinking. Basically, the group is experiencing a similar phenomenon here as in the 1960s, when the term marketing also signalled the need to rethink after the original sellers' markets had turned into buyers' markets. Although there are many different ideas associated with the concept of strategic management, a common goal can be identified: Strategic management is able to control and guide the long-term evolution of the company. The role of the manager is important, but according to a study, almost 85% of the German population think that their salaries are high to high.

Simulations and Games for Transition and Change

Simulations and Games for Transition and Change PDF Author: Danny Saunders
Publisher: Psychology Press
ISBN: 0749433973
Category : Education
Languages : en
Pages : 269

Get Book Here

Book Description
First Published in 2000. Routledge is an imprint of Taylor & Francis, an informa company.

The International Simulation & Gaming Research Yearbook

The International Simulation & Gaming Research Yearbook PDF Author: Danny Saunders
Publisher: Routledge
ISBN: 1136361642
Category : Education
Languages : en
Pages : 268

Get Book Here

Book Description
The eighth volume in the "Simulation and Gaming Research Yearbook" series brings together topical and authoritative contributions from international professionals involved in the use of games and simulations. There are examples drawn from a wide range of countries.

Learning with Digital Games

Learning with Digital Games PDF Author: Nicola Whitton
Publisher: Routledge
ISBN: 1135215901
Category : Computers
Languages : en
Pages : 231

Get Book Here

Book Description
Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining "how to" integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples.

Change Management During Unprecedented Times

Change Management During Unprecedented Times PDF Author: Tennin, Kyla Latrice
Publisher: IGI Global
ISBN: 1668475111
Category : Business & Economics
Languages : en
Pages : 435

Get Book Here

Book Description
Conclusively, resilience, education, financial inclusion, digital transformation, strategic partnerships, and particularly change management are needed when crises occur in order to save and advance organizational ecosystems and economies. Therefore, it is crucial to know about the ideation and processes of change management to improve companies’ negative circumstances. Change Management During Unprecedented Times examines organizational change management through the lenses of research and innovative practices contained within the fields of leadership and organizational change. The book enlightens communities through the efforts of a research perspective that amplifies practice-based potential in applying theory, models, and frameworks to real-time issues. Covering topics such as technology, ethics, entrepreneurship, and communication, this reference work is ideal for business owners, managers, researchers, scholars, academicians, practitioners, instructors, and students.

Learning & Teaching with Technology

Learning & Teaching with Technology PDF Author: Som Naidu
Publisher: Psychology Press
ISBN: 9780415346108
Category : Education
Languages : en
Pages : 324

Get Book Here

Book Description
Exploring the creative opportunities opened up by ICT in the modern classroom, this text presents an authoritative survey of ICT's impact upon core teaching functions, and draws from the experiences of leading practitioners in the field.

ECEL 2018 17th European Conference on e-Learning

ECEL 2018 17th European Conference on e-Learning PDF Author: Klimis Ntalianis
Publisher: Academic Conferences and publishing limited
ISBN: 1912764083
Category : Education
Languages : en
Pages : 756

Get Book Here

Book Description
The European Conference on e-Learning was established 17 years ago. It has been held in France, Portugal, England, The Netherlands, Greece and Denmark to mention only a few of the countries who have hosted it. ECEL is generally attended by participants from more than 40 countries and attracts an interesting combination of academic scholars, practitioners and individuals who are engaged in various aspects of e-Learning. Among other journals, the Electronic Journal of e-Learning publishes a special edition of the best papers presented at this conference.

Design and Use of Serious Games

Design and Use of Serious Games PDF Author: Marja Helena Kankaanranta
Publisher: Springer Science & Business Media
ISBN: 1402094965
Category : Technology & Engineering
Languages : en
Pages : 205

Get Book Here

Book Description
During the last few years, a new area of creative media industry, namely Serious Games, has started to emerge around the world. The term serious games has become more popular for example in the fields of education, business, welfare and safety. Despite this, there has been no single definition of serious games. A key question, what the concept itself means, has stayed unsolved though most have agreed on a definition that serious games are games or game-like interactive systems developed with game technology and design principles for a primary purpose other than pure entertainment. In this book, serious games are understood as games which aim at providing an engaging, self-reinforcing context in which to motivate and educate the players. Serious games can be of any genre, use any game technology, and be developed for any platform. They can be entertaining, but usually they teach the user something. The central aim of serious games is to raise quality of life and well-being. As part of interactive media industry, the serious games field focuses on designing and using digital games for real-life purposes and for the everyday life of citizens in information societies. The field of serious games focuses on such areas as education, business, welfare, military, traffic, safety, travelling and tourism.